Blog
Original PM essays from someone who ships products for a living.
Long-form notes on monetization, experimentation, and the messier parts of product management. Written by Mohammad Muzeem — Product Manager at Gamezop, ex-SpaceBasic. No SEO filler, no aggregated summaries, no AI-generated bulk. Each post is a first-person account of a problem and how it actually got solved.
Anatomy of an Invalid Traffic crackdown: what a Google IVT enforcement actually looks like
Most writing about Invalid Traffic comes from publishers explaining how to clean up. This post is from the other direction — what the enforcement notice triggers internally, and why the recommender system is the first place to look, not the last.
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Scaling a campus-access product from 20K to 200K MAU: a hardware-software PM diary
Software PMs imagine that hardware is just another integration. Then a barrier closes on a student's bag at 8:47am and you discover what reliability really costs.
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From 0.6% to 2.0% CTR: an AI-thumbnail experiment across 100+ HTML5 games
Generative AI is a force multiplier on creative tasks that are high-volume, style-bounded, and have a fast feedback loop. Game thumbnails are exactly that shape.
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Shipping 5 HTML5 games to the Microsoft Store as a solo dev: distribution lessons
The Microsoft Store is the most under-discussed distribution channel for HTML5 games. It is also where I learned, painfully, that shipping is a tiny fraction of the actual distribution work.
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How I scaled ARPDAU from $2 to $22 at Gamezop: a monetization playbook
Most monetization advice optimizes for the ad. The interesting question is how to optimize for the session — the chain of decisions that gets a player to a second, third, fourth ad without resenting any of them.
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From mechanical engineer to Product Manager: a transition diary
I did not switch careers because I was bored of engineering. I switched because I realized I cared less about the bolts than about who was using them and why.
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